Notice bibliographique
- Notice
Type(s) de contenu et mode(s) de consultation : Texte noté : électronique
Titre(s) : Predicting real world behaviors from virtual world data [Texte électronique] / Muhammad Aurangzeb Ahmad, Cuihua Shen, Jaideep Srivastava, Noshir Contractor, editors
Publication : Cham : Springer, 2014
Description matérielle : 1 online resource (xiv, 118 pages)
Collection : Springer Proceedings in Complexity
Note(s) : Includes bibliographical references and index. - Online resource; title from PDF title page (SpringerLink, viewed August 6, 2014).
This book addresses prediction, mining and analysis of offline characteristics and
behaviors from online data and vice versa. Each chapter will focus on a different
aspect of virtual worlds to real world prediction e.g., demographics, personality,
location, etc. There is a growing body of literature that focuses on the similarities
and differences between how people behave in the offline world vs. how they behave
in these virtual environments. Data mining has aided in discovering interesting insights
with respect to how people behave in these virtual environments
Autre(s) auteur(s) : Ahmad, Muhammad Aurangzeb. Fonction indéterminée
Sujet(s) : Réalité virtuelle -- Société
Jeux vidéo -- Société
Internet -- Société
Informatique
Indice(s) Dewey :
006.8 (23e éd.) = Réalité augmentée et virtuelle
Identifiants, prix et caractéristiques : ISBN 9783319071428
Identifiant de la notice : ark:/12148/cb44676341c
Notice n° :
FRBNF44676341
(notice reprise d'un réservoir extérieur)
Table des matières : Preface ; On The Problem of Predicting Real World Characteristics from Virtual Worlds
; The Use of Social Science Methods to Predict Player Characteristics from Avatar
Observations ; Analyzing Effects of Public Communication onto Player Behavior in
Massively Multiplayer Online Games ; Identifying User Demographic Traits through
Virtual-World Language Use ; Predicting MMO Player Gender from In-Game Attributes
using Machine Learning Models ; Predicting Links in Human Contact Networks using
Online Social Proximity ; Identifying a Typology of Players Based on Longitudinal
Game Data.